Searched refs:sceneNode (Results 1 – 4 of 4) sorted by relevance
74 Builder& SetSceneNode(SceneNode* sceneNode) { m_SceneNode = sceneNode; return *this; } in SetSceneNode() argument283 SceneNode* sceneNode,
1198 void PushAnimatableNode(SceneNode* sceneNode) in PushAnimatableNode() argument1200 if (sceneNode->GetAnimBinding() != NULL) in PushAnimatableNode()1202 bool isPushed = m_AnimatableNodes.push_back(sceneNode); in PushAnimatableNode()1215 bool TryPushAnimatableNode(SceneNode* sceneNode) in TryPushAnimatableNode() argument1218 if (sceneNode->GetAnimBinding() != NULL) in TryPushAnimatableNode()1220 isPushed = m_AnimatableNodes.push_back(sceneNode); in TryPushAnimatableNode()
91 SceneNode* sceneNode, in AnimGroup() argument95 m_SceneNode(sceneNode), in AnimGroup()
524 SceneNode* sceneNode = ut::DynamicCast<SceneNode*>(object); in BuildSceneObject() local527 if (sceneNode != NULL && isRecursive) in BuildSceneObject()529 BuildChildren(NULL, NULL, sceneNode, resource, allocator, deviceAllocator, false); in BuildSceneObject()